Adding an iterator

This commit is contained in:
Zoe Roux
2021-06-04 18:59:42 +02:00
parent eac5c2c847
commit a40b61845a
12 changed files with 220 additions and 98 deletions
-1
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@@ -14,7 +14,6 @@
#include <tuple>
#include <algorithm>
#include "Component/Renderer/Drawable3DComponent.hpp"
#include "System/Renderer/RenderSystem.hpp"
#include "Scene/Scene.hpp"
#include "Model/Model.hpp"
#include "Component/Component.hpp"
+16 -15
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@@ -4,30 +4,30 @@
#include <Wal.hpp>
#include <iostream>
#include "System/Movable/MovableSystem.hpp"
#include "System/Renderer/RenderSystem.hpp"
//#include "System/Movable/MovableSystem.hpp"
//#include "System/Renderer/RenderSystem.hpp"
#include <Model/Model.hpp>
#include <Drawables/3D/Cube.hpp>
#include <Drawables/2D/Rectangle.hpp>
#include <Drawables/3D/Cube.hpp>
//#include <Drawables/3D/Cube.hpp>
#include <TraceLog.hpp>
#include <System/Keyboard/KeyboardSystem.hpp>
#include <System/Controllable/ControllableSystem.hpp>
//#include <System/Keyboard/KeyboardSystem.hpp>
//#include <System/Controllable/ControllableSystem.hpp>
#include <System/Collision/CollisionSystem.hpp>
#include <Component/Movable/MovableComponent.hpp>
#include <Component/Collision/CollisionComponent.hpp>
#include <Component/Controllable/ControllableComponent.hpp>
#include <Component/Keyboard/KeyboardComponent.hpp>
#include <System/Gamepad/GamepadSystem.hpp>
#include "Models/Vector2.hpp"
//#include <System/Gamepad/GamepadSystem.hpp>
//#include "Models/Vector2.hpp"
#include "Component/Renderer/CameraComponent.hpp"
#include "Component/Renderer/Drawable2DComponent.hpp"
//#include "Component/Renderer/Drawable2DComponent.hpp"
#include "Component/Renderer/Drawable3DComponent.hpp"
#include "Runner.hpp"
#include "Models/GameState.hpp"
#include <Model/ModelAnimations.hpp>
#include "Component/Animation/AnimationsComponent.hpp"
#include "System/Animation/AnimationsSystem.hpp"
//#include "System/Animation/AnimationsSystem.hpp"
#include "Map/Map.hpp"
namespace RAY2D = RAY::Drawables::Drawables2D;
@@ -47,18 +47,19 @@ namespace BBM
void addSystems(WAL::Wal &wal)
{
wal.addSystem<KeyboardSystem>()
.addSystem<GamepadSystem>()
.addSystem<ControllableSystem>()
.addSystem<CollisionSystem>()
.addSystem<MovableSystem>();
wal.addSystem<CollisionSystem>();
// wal.addSystem<KeyboardSystem>()
// .addSystem<GamepadSystem>()
// .addSystem<ControllableSystem>()
// .addSystem<CollisionSystem>()
// .addSystem<MovableSystem>();
}
void enableRaylib(WAL::Wal &wal)
{
RAY::TraceLog::setLevel(LOG_WARNING);
RAY::Window &window = RAY::Window::getInstance(600, 400, "Bomberman", FLAG_WINDOW_RESIZABLE);
wal.addSystem<RenderSystem>(window);
// wal.addSystem<RenderSystem>(window);
}
std::shared_ptr<WAL::Scene> loadGameScene(WAL::Wal &wal)
+9 -9
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@@ -23,20 +23,20 @@ namespace BBM
return (overlapX && overlapY && overlapZ);
}
void CollisionSystem::onFixedUpdate(WAL::Entity &entity)
void CollisionSystem::onFixedUpdate(WAL::ViewEntity<PositionComponent, CollisionComponent> &entity)
{
auto &posA = entity.getComponent<PositionComponent>();
auto &col = entity.getComponent<CollisionComponent>();
auto &posA = entity.get<PositionComponent>();
auto &col = entity.get<CollisionComponent>();
Vector3f position = posA.position;
if (entity.hasComponent(typeid(MovableComponent)))
position += entity.getComponent<MovableComponent>().getVelocity();
// if (entity.hasComponent(typeid(MovableComponent)))
// position += entity.getComponent<MovableComponent>().getVelocity();
Vector3f minA = Vector3f::min(position, position + col.bound);
Vector3f maxA = Vector3f::max(position, position + col.bound);
for (WAL::Entity &other : this->getView().entities) {
if (&other == &entity)
for (auto other : this->getView()) {
if (other->getUid() == entity->getUid())
continue;
auto colB = other.getComponent<CollisionComponent>();
auto posB = other.getComponent<PositionComponent>().position;
auto colB = other.get<CollisionComponent>();
auto posB = other.get<PositionComponent>().position;
Vector3f minB = Vector3f::min(posB, posB + colB.bound);
Vector3f maxB = Vector3f::max(posB, posB + colB.bound);
if (collide(minA, maxA, minB, maxB)) {
+2 -1
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@@ -10,6 +10,7 @@
#include "System/System.hpp"
#include "Models/Vector3.hpp"
#include "Component/Collision/CollisionComponent.hpp"
#include "Component/Position/PositionComponent.hpp"
namespace BBM
{
@@ -18,7 +19,7 @@ namespace BBM
{
public:
//! @inherit
void onFixedUpdate(WAL::Entity &entity) override;
void onFixedUpdate(WAL::ViewEntity<PositionComponent, CollisionComponent> &entity) override;
//! @brief A default constructor
explicit CollisionSystem(WAL::Wal &wal);